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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Disclaimer: I enjoy the Codex: Chaos Space Marines Tzeentch Discipline.

Since that's out of the way, I can show you what I've been lurking (working?) on: A 7 power table of themed Tzeentch stuff. Here's what we came up with quickly in a brief brainstorm session last night-

-Destiny/Fate
-Ethereal/Fire/Sorcery/Magic
-Physical and often violent mutation for the sake of change
-Deception/Scheming/Manipulation
-Time
-Hope/Order/Chaos
-Imagination/the Mind/Knowledge

So, here we will develop some powers around the above "themes". My goal is to make this discipline be more than just "lol re-rolls and fire".

Some ideas for this Discipline, which I will tidy up later after an appointment (and perhaps after a game against Orks):

-A true Fire power much like Pyromancy, but with shocking aftereffects and of course the Ignores Cover USR. Basically a fiery Bolt of Change. Certainly powerful, and too badass to be the Primaris.
-A way to manipulate reserves (including your opponent's)
-Dibilitating Spawn power
-Obligatory Re-roll power! Re-rolling what, I'm not sure yet but I have ideas.
-Some sort of Chronomanipulation..
-Order/Chaos spell.... Was thinking something you could cast on the landscape. Sort of like a nature-type power? Elements? Modifying terrain for better (or worse)?
-Knowledge power.. Definitely. I want it to have something to do with gaining a Victory point.

More later. Feel free to add your input. Expect this post to be updated a lot.







   
Made in us
Nigel Stillman





Austin, TX

Nice!

I have a couple ideas for powers.

This one may be more than a little cheezy but it sounds cool as hell:

Warp Time
Blessing, Costs 3 Warp Charge
This unit and any unit within 9" may reroll any to-hit or to-wound rolls until the end of the turn.

Literally, warp time. I thought the 4th edition one was cool, but when I think of warping time, I think of something crazy. Alternatively you could make it so that the unit could shoot twice in a phase as if it didn't shoot at all! I think that's good for a reroll power.

Alternatively you could do something like:
Reckoning of Tzeentch
Blessing, Costs 1 Warp Charge
One squad that has a Tzeentchian allegiance within 9” may either re-roll to-hit or to-wound rolls this turn, but they must re-roll ALL of them.

Tzeentch's Fire Storm
Beam, Costs 1 Warp Charge
Range 18" Str4 AP D6 Assault 1, Torrent, Fleshbane, Soul Blaze* (Hits from Soul Blaze have the Fleshbane and Soul Blaze special rules)

Warp Terrain:
Costs 1 Warp Charge, Curse
Choose one piece of terrain within 18". Increase that terrain's Cover save by D6-3. (A positive number increases the terrain's cover save by that much, a negative number indicates that the terrain has its cover save decreased by that much. If the terrain's save becomes worse than a 6+ it loses its ability to give a save altogether)


This message was edited 1 time. Last update was at 2012/10/30 15:35:17


 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Reckoning of Tzeentch is interested.. I understand the reason for re-rolling the entire batch of dice. Nice.

This message was edited 1 time. Last update was at 2012/10/30 17:04:31


 
   
Made in us
Been Around the Block




Some ideas for the change/mutation powers:

Eye of Change
Costs 2 warp charges
18" range
Str D6+1 AP D6 Large Blast
Units hit by Eye of Change must roll for deep strike and redeploy using a single D6 dice for the scatter. Use the closest model to the sorcerer as the entry point. Units cannot mishap during this redeployment, if a mishap would occur instead reduce the scatter distance by the minimum amount necessary to prevent the mishap. If the scatter dice results in a "hit" the player who controls the sorcerer may choose the direction of scatter and change the facing of any vehicles moved.

If the sorcerer fails his psychic test for Eye of change, center the large blast on his head.

Mutate
Costs 1 warp charge, possibly primaris
18" range
str - poison 4+ AP - Assault D3
Models that suffer a wound from Mutate must pass a toughness test at -1 or immediately lose a wound with no saves of any kind allowed. If this kills the model, replace it with a chaos spawn with a single wound.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

here is an idea I had for a Tzeentchy psychic power.


Grand Deception: Warp Charge 2

The Sorceror weaves an enchantment that decieves the eyes of his enemies. Thinking their opponents to be somewhere they are not, the enemy becomes disorientated and confused. This power is cast at the beginning of your opponents shooting phase and has a range of 24" Target friendly unit may immediatly move up to 12" away from where the unit was previously, such that no model in the unit moves more then 12" from its previous location. This move is not effected by difficult terrain or dangerous terrain. The unit also gains the shrouded and stealth special rules for the duration of the shooting phase in which this spell was cast.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Stealthy Dark Angels Scout with Shotgun




Being digested by a Tyranid.

Now, bear in mind I have somewhat little experience with writing special rules, as well as playing with psykers. (although they tend to kill alotta gak when I do use them)

Since Tzeentch is the god of random and crazy changes, I'd expect something which could either go well or badly for you, as such I propose this spell which suddenly popped into my head:

Tzeentch's wheel of fortune/misfortune
Warp charge 1
18" range
in a nutshell, Psyker selects a unit (friendly or otherwise) and rolls a D6, on a roll of 1-3, targeted unit takes a penalty, on a roll of 4-6 they gain a bonus

like on a roll of 1 you start growing extra arms that poke you in the eye with sticks and you take a blind test, or if you roll a 6 you gain a temporary 3++ save as Tzeentch decides to erect a psychic barrier which helps deflect those mean plasma shots. So you could end up weakening an opponents unit, or making them tougher.

Now I haven't completely fleshed this out, just proposing it as an idea. I feel it illustrates Tzeentch's philosophy pretty well what with the whole "I Could give my minions a really useful stat boost, but nah. now they have three hooves and four tentacles."

As I've said this is just the ramblings of some newbie looking to contribute. Honestly I quite like your idea Brometheus, as Tzeentch is definitely my favorite chaos god. I apologize if I wasn't clear enough on any of this, or if I managed to set your couch on fire a few weeks ago, as I messed up a spell while learning sorcery, also, if you happen to find a spawn with a Santa hat, it is mine, his name is Jim and I miss him very much.

Strikeforce Anaris-3000
The Huntsmen- lots
 
   
Made in us
Elite Tyranid Warrior





R'lyeh

@ Zachariel I really like that idea, i think it fits very well with the idea behind Tzeencth

also maybe something under the deception theme, cast on an enemy unit, lasts until end turn, causes enemy unit to see friendly units as enemies, executes attacks during that player turn
I too am not very good a psychic power but hopefully this gives someone else an idea they can use

Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

These are some really nice ideas.. I will digest them for a while and then update the first post. Thanks guys.
   
 
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